Emoji-based communications derived from facial features during game play

ABSTRACT

Techniques for emoji-based communications derived from facial features during game play provide a communication channel accessible by players associated with gameplay hosted by the online game platform and capture an image of a user using a controller that includes a camera. The techniques further determine facial features of the user based on the image, generate an emoji based on the facial features of the user, and transmit the emoji to the players associated with the online game platform over the communication channel.

BACKGROUND OF THE INVENTION Field of the Invention

The present disclosure generally relates to streaming content over anetwork and, more specifically, to improved gameplay communicationsbetween users.

Description of the Related Art

Advances in modern technology, network connectivity, processing power,convenience, and the like, support a large community of consumers thataccess and interactively participate in online game play. Indeed, manyconsumers access online gameplay over a network (e.g., the Internet)using game consoles/systems which connect to multi-player networkplatforms. Typical, game consoles/systems include complex andspecialized hardware/software that support and enable user interactionas well as provide immersive gameplay experiences. As technologycontinues to drive more realistic and immersive gameplay experiences,the entertainment and game industry has become inundated with amultitude of equipment options such as controllers, headsets,video-cameras, and the like.

While some advances have been made to improve user interactions relatedto online gameplay (e.g., improved graphics rendering/modeling, virtualreality (VR) headsets, and the like), other areas of user interactionhave stagnated. For example, current gameplay communications or “chats”,which support traditional audio and/or text-based communications, failto appreciate the dynamic and evolving nature of modern inter-personalcommunications. More specifically, consumers are increasingly usingideograms, smileys, pictographs, emoticons, and other graphiccharacters/representations in lieu of audible and/or text-basedcommunications. Therefore, there is a need in the art for improvedgameplay communications that reflect and support the dynamic andevolving nature of modern inter-personal communications.

SUMMARY OF THE INVENTION

Broadly speaking, the present invention provides improved gameplaycommunications amongst players associated with an online game platformto reflect and support the dynamic and evolving nature of moderninter-personal communications. For example, the improved gameplaycommunications particularly support emoji-based communications such asideograms, smileys, pictographs, emoticons, and other graphiccharacters/representations.

In one exemplary embodiment, these techniques are described by a methodfor emoji-based communications derived from facial features during gameplay. The method includes steps for providing a communication channelaccessible by players associated with gameplay hosted by a gameplatform, capturing an image of a user by a controller that includes acamera, determining facial features of the user based on the image,generating an emoji based on the facial features of the user, andtransmitting the emoji to the players associated with the gameplay overthe communication channel. With respect to capturing the image, themethod further includes steps for capturing the image based on imagecapture commands (e.g., button presses, audio commands, gesture-basedmotions, etc.), a scheduled time, and a gameplay status. In addition,the captured image selected from a plurality of images based on changesin the facial features of the user.

In some embodiments, the steps for generating the emoji includeadjusting or modifying portions of a model emoji based on the facialfeatures. In other embodiments, the steps for generating the emojiinclude evaluating the facial features in context of a vector-space,where the dimensions correspond to features and the image is mapped to aquery vector based on the extracted features. In this context, thevector-space includes position vectors assigned to an emotion orexpression and the method includes steps to determine the expression orthe emotion associated with the facial features of the user based onproximity between the query vector and one or more position vectorsassigned the expression or the emotion. The method further includessteps to use the expression or emotion as a key to lookup an emoji froma table of emoji indexed according to the same.

In another embodiment, a system employs the above discussed techniquesto provide improved gameplay communications. For example, the systemincludes a network interface to communicate over one or morecommunication networks, a processor coupled to the network interface andadapted to execute one or more processes, and a memory configured tostore a process executable by the processor. The system (e.g., theprocessor) executes the process and is operable to capture an image ofthe user by the controller, determine facial features of the user basedon the image, generate an emoji based on the facial features of theuser, and transmit the emoji to the players associated with the gameplayover the communication channel.

In yet another embodiment, a tangible, non-transitory, computer-readablemedia includes software with encoded instructions executable by aprocessor. The processor executes the instructions and is operable tocapture an image of the user by the controller, determine facialfeatures of the user based on the image, generate an emoji based on thefacial features of the user, and transmit the emoji to the playersassociated with the gameplay over the communication channel.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a schematic diagram of an example communicationenvironment;

FIG. 2 illustrates a block diagram of an example controller device;

FIG. 3 illustrates a schematic diagram of a gameplay communicationengine that generates an emoji based on facial features extracted froman image, according to one embodiment of this disclosure;

FIG. 4 illustrates a schematic diagram of another gameplay communicationengine that maps facial features extracted from an image into avector-space and generates an emoji based on the vector-space;

FIG. 5 illustrates a schematic diagram of a vector-space, showingposition vectors organized according to respective emotions;

FIG. 6 illustrates a table that includes emoji indexed according toemotions/expressions;

FIG. 7 illustrates a third-person perspective view of gameplay, showinga multi-user chat that supports emoji-based communications; and

FIG. 8 illustrates an example simplified procedure for improved gameplaycommunications.

DETAILED DESCRIPTION

As used herein, the term “user” refers to a user of an electronic devicewhere actions performed by the user in the context of computer softwareare considered to be actions to provide an input to the electronicdevice and cause the electronic device to perform steps or operationsembodied by the computer software. As used herein, the term “emoji”refers to ideograms, smileys, pictographs, emoticons, and other graphiccharacters/representations that are used in place of textual words orphrases. As used herein, the term “player” or “user” are synonymous and,when used in the context of gameplay, refers to persons who participate,spectate, or otherwise in access media content related to the gameplay.

As mentioned above, the entertainment and game industry continues todevelop and improve user interactions related to online game play. Whilemany technological advances have improved certain aspects of interactiveand immersive experiences, modern gameplay communications continue touse traditional audio and/or text-based communication technology, whichfails to appreciate the dynamic and evolving nature of moderninter-personal communications. Accordingly, as described in greaterdetail herein, this disclosure is directed to improved techniques forgameplay communications that particularly support emoji-basedcommunications (e.g., ideograms, smileys, pictographs, emoticons, andother graphic characters/representations). Moreover, this disclosuredescribes hardware controllers that include integrated cameras as wellas improved gameplay communication techniques, which operate inconjunction with the hardware controllers.

Referring now to the figures, FIG. 1 illustrates a schematic diagram ofan example communication environment 100. Communication environment 100includes a network 105 that represents a distributed collection ofdevices/nodes interconnected by communication links 120 that exchangedata such as data packets 140 as well as transporting data to/from endnodes or client devices such as game system 130. Game system 130represents a computing device (e.g., personal computing devices,entertainment systems, game systems, laptops, tablets, mobile devices,and the like) that includes hardware and software capable of executinglocally or remotely stored programs.

Communication links 120 represent wired links or shared media links(e.g., wireless links, PLC links, etc.) where certain devices (e.g., acontroller 200) communicate with other devices (e.g., game system 130)based on distance, signal strength, operational status, location, etc.Those skilled in the art will understand that any number of nodes,devices, links, etc. may be included in network 105, and further theview illustrated by FIG. 1 is provided for purposes of discussion, notlimitation.

Data packets 140 represent network traffic/messages which are exchangedover communication links 120 and between network devices usingpredefined network communication protocols such as certain known wiredprotocols, wireless protocols (e.g., IEEE Std. 802.15.4, WiFi,Bluetooth®, etc.), PLC protocols, or other shared-media protocols whereappropriate. In this context, a protocol is a set of rules defining howthe devices or nodes interact with each other.

In general, game system 130 operates in conjunction with one or morecontrollers 200, which for purposes of discussion, may be considered asa component of game system 130. In operation, game system 130 andcontroller 200 cooperate to create immersive gameplay experiences foruser 135 and provide graphics, sounds, physical feedback, and the like.For example, controller 200 is an interactive device that includeshardware and software to receive user input, communicate user inputs togame system 130, and provide user feedback (e.g., vibration, haptic,etc.). Moreover, controller 200 can accept a variety of user input suchas, but not limited to combinations of digital and/or analog buttons,triggers, joysticks, and touch pads, and further detects motion by user135 using accelerometers, gyroscopes, and the like. As shown, controller200 also includes an image capture component 248 such as one or morecameras that operatively capture images or frames of user 135 within afield of view 148. Notably, while controller 200 is shown as a hand-helddevice, it is appreciated the functions attributed to controller 200 arenot limited to hand-held devices, but instead such functions areappreciated to readily apply to various types of devices such aswearable devices.

FIG. 2 illustrates a block diagram of controller 200. As shown,controller 200 includes one or more network interfaces 210 (e.g.,transceivers, antennae, etc.), at least one processor 220, a memory 240,and image capture component 248 interconnected by a system bus 250.

Network interface(s) 210 contain the mechanical, electrical, andsignaling circuitry for communicating data over communication links 120,shown in FIG. 1. Network interfaces 210 are configured to transmitand/or receive data using a variety of different communicationprotocols, as will be understood by those skilled in the art.

Memory 240 comprises a plurality of storage locations that areaddressable by processor 220 and store software programs and datastructures associated with the embodiments described herein. Forexample, memory 240 can include a tangible (non-transitory)computer-readable medium, as is appreciated by those skilled in the art.

Processor 220 represents components, elements, or logic adapted toexecute the software programs and manipulate data structures 245, whichare stored in memory 240. An operating system 242, portions of which aretypically resident in memory 240, and is executed by processor 220 tofunctionally organizes the device by, inter alia, invoking operations insupport of software processes and/or services executing on the device.These software processes and/or services may comprise an illustrativegameplay communication process/service 244, discussed in greater detailbelow. Note that while gameplay communication process/service 244 isshown in centralized memory 240, it may be configured to collectivelyoperate in a distributed communication network of devices/nodes.

Notably, image capture component 248 is represented as a singlecomponent, however, it is appreciated that image capture component 248may include any number of cameras, modules, components, and the like, inorder to facilitate accurate facial recognition techniques discussed ingreater detail below.

It will be apparent to those skilled in the art that other processor andmemory types, including various computer-readable media, may be used tostore and execute program instructions pertaining to the techniquesdescribed herein. Also, while the description illustrates variousprocesses, it is expressly contemplated that various processes may beembodied as modules configured to operate in accordance with thetechniques herein (e.g., according to the functionality of a similarprocess). Further, while the processes have been shown separately, thoseskilled in the art will appreciate that processes may be routines ormodules within other processes. For example, processor 220 can includeone or more programmable processors, e.g., microprocessors ormicrocontrollers, or fixed-logic processors. In the case of aprogrammable processor, any associated memory, e.g., memory 240, may beany type of tangible processor readable memory, e.g., random access,read-only, etc., that is encoded with or stores instructions that canimplement program modules, e.g., a module having gameplay communicationprocess 244 encoded thereon. Processor 220 can also include afixed-logic processing device, such as an application specificintegrated circuit (ASIC) or a digital signal processor that isconfigured with firmware comprised of instructions or logic that cancause the processor to perform the functions described herein. Thus,program modules may be encoded in one or more tangible computer readablestorage media for execution, such as with fixed logic or programmablelogic, e.g., software/computer instructions executed by a processor, andany processor may be a programmable processor, programmable digitallogic, e.g., field programmable gate array, or an ASIC that comprisesfixed digital logic, or a combination thereof. In general, any processlogic may be embodied in a processor or computer readable medium that isencoded with instructions for execution by the processor that, whenexecuted by the processor, are operable to cause the processor toperform the functions described herein.

FIG. 3 illustrates a schematic diagram of a gameplay communicationengine 305 that comprises modules for performing the above-mentionedgameplay communication process 244. Gameplay communication engine 305represents operations of gameplay communication process 244 and isorganized by a feature extraction module 310 and an emoji generationmodule 315. These operations and/or modules are executed or performed byprocessor 220 and, as mentioned, may be locally executed by controller200, remotely executed by components of game system 130 (or otherdevices coupled to network 105), or combinations thereof.

In operation, controller 200 captures a frame or an image 320 of user135 during gameplay using its integrated camera—i.e., image capturecomponent 248 (not shown). For example, controller 200 may capture theimage in response to an image capture command (e.g., a button press, aspecified motion, an audio command, etc.), according to a scheduledtime, and/or based on a gameplay status (e.g., a number of pointsachieved, a change in the number of points, gameplay milestones, etc.)In some embodiments, controller 200 captures multiple images in order tosample facial feature changes and track facial feature changes.

After image capture gameplay communication engine 305 analyzes image 320(as well as images 321, 322, and so on) using feature extraction module310 which extracts and determines facial features such as features 330associated with image 320 and thus, associated with user 135. Inparticular, feature extraction module 310 performs facial recognitiontechniques on image 320 to detect specific points or landmarks presentin image 320. Collectively, these landmarks convey unique andfundamental information about user 135 such as emotions, thoughts,reactions, and other information. These landmarks include for example,edges of eyes, nose, lips, chin, ears, and the like. It is appreciatedthat gameplay communication engine 305 may use any known facialrecognition techniques (or combinations thereof) when detecting,extracting, and determining features 330 from an image.

Feature extraction module 310 subsequently passes features 330 to emojigeneration module 315 to generate an emoji 331. In operation, emojigeneration module 315 processes features 330 and maps these features torespective portions of a model emoji to form emoji 331. Emoji generationmodule 315 further adjusts or modifies such respective portions of themodel emoji to reflect specific attributes of features 330 (e.g., adjustcheck distances, nose shape, color pallet, eyebrow contour, and thelike), which results in emoji 331. In this fashion, emoji 331 may beconsidered a modified model emoji, as is appreciated by those skilled inthe art. Notably, the model emoji may be specific to a user or it may begeneric for multiple users. In either case, emoji generation module 315creates emoji 331 based on a model or template emoji. Gameplaycommunication engine 305 further transmits emoji 331 for furtherdissemination amongst players associated with current gameplay (e.g.,transmitted over an online gameplay chat channel hosted by a multi-usergame platform).

FIG. 4 illustrates a schematic diagram of a gameplay communicationengine 405, according to another embodiment of this disclosure. Gameplaycommunication engine 405 includes the above-discussed feature extractionmodule 310 (which extracts features 330 from image 320) and additionallyincludes a vector mapping module 410, which maps images to a positionvectors in an N-dimension vector space 412 based on respective features,and an emoji generation module 415, which generates an emoji 431 basedon a proximity located position vectors, which are assigned toexpressions/emotions.

More specifically, N-dimension vector-space 412 includes one or moredimensions that correspond to respective features or landmarks, whereimages or frames are mapped to respective position vectors according toits features. For example, dimension 1 may correspond to a lip landmark,dimension 2 may correspond to a nose landmark, dimension 3 maycorrespond to an ear landmark, and so on.

In operation, vector mapping module 410 maps image 320 to a positionvector based on features 330 and corresponding dimensions. As discussedin greater detail below, N-dimension vector-space 412 provides aframework to map images to vector positions based on extracted featuresand group or assign proximately positioned vectors to specificexpressions and/or emotions. For example, the vector-position associatedwith image 320 in N-dimension vector-space 412 may be associated with aparticular expression/emotion based on its proximity to other positionvectors having pre-defined associations to the expression/emotion.

Emoji generation module 415 evaluates the vector position mapped toimage 320, determines the vector-position proximate to other vectorpositions assigned to an emotion/expression (e.g., here “happy” or“smiling”) and subsequently generates emoji 431, which corresponds tothe emotion/expression. Emoji 431, similar to emoji 331, is furtherdisseminated amongst players associated with current gameplay (e.g.,transmitted over an online gameplay chat channel hosted by a multi-usergame platform).

FIG. 5 illustrates a vector-space 500 that includes multiple positionvectors assigned or grouped according to specific emotions. As shown,groups of proximately located position vectors are grouped according toemotions such as “sad”, “happy”, “angry”, and “surprised”. It isappreciated that any number of emotions may be used, and the emotionalgroups shown are for purposes of discussion not limitation. Further, itis also appreciated position vectors may be organized according toparticular expressions (e.g., smiling, frowning, and so on), and/orcombinations of emotions and expressions.

Vector-space 500 also provides a query vector 510 that represents theposition vector corresponding to image 320. As mentioned above, vectormapping module 410 generates a position vector for image 320 based onfeatures 330 and, as shown, such position vector is formed as queryvector 510. Once vector mapping module 410 generates query vector 510,emoji generation module 415 further identifies the closest orproximately located position vectors by analyzing relative distancesand/or angles there-between. For example, emoji generation module 415determines query vector 510 is proximate or positioned closest toposition vectors assigned to the “happy” emotion. Thereafter, emojigeneration module 415 generates an emoji corresponding to the “happy”emotion, resulting in emoji 431. For example, as discussed in greaterdetail below, emoji generation module 415 determines the emotion (orexpression) and uses such emotion as a key to lookup emoji 431.

It is appreciated that vector-space 500 may be initially created usingtraining data, which can be used to map vector-positions andcorresponding emotions/expressions as well as to establish baseline andthreshold conditions or criteria between specific emotions/expressions.Further, vector-space 500 may include more nuanced expressions/emotionsand defined sub-groupings of vector-positions as desired. Moreover,vector-space 500 may be updated over time to improve accuracy forspecific users (e.g., incorporating weights for certain features, etc.)

FIG. 6 illustrates a table 600 that indexes emoji according torespective emotions/expressions. As mentioned above, emoji generationmodule 415 determines a query vector for an image (e.g., query vector510) is proximate to a particular emotion (e.g., “happy”) and uses theparticular emotion as a key to lookup the corresponding emoji (e.g.,emoji 431). In this fashion, emoji generation module 415 uses table 600to lookup a particular emoji for to a given emotion/expression andselects the particular emoji for further dissemination. While table 600is shown with a particular set of emotions/expressions/emoji, it isappreciated any number of emotions/expressions may be used.

FIG. 7 illustrates a third-person perspective view 700 of gameplay in agame environment. Third-person perspective view 700 includes amulti-player chat 702 that supports the traditional gameplaycommunications (e.g., text-based communications) as well as the improvedgameplay communication techniques disclosed herein. In particular,multi-player chat 702 shows text-based communications from players 701,702, and 703 as well as emoji-based communications for players 704 and705.

In proper context, the gameplay represented by third-person perspectiveview 700 is hosted by an online game platform and multi-player chat 702represents a live in-game communication channel. As shown, during thegameplay, players 701-705 communicate with each other over multi-playerchat 702. While players 701-703 communicate with text-basedcommunications, players 704 and 705 employ the improved gameplaycommunication techniques to disseminate emoji. For example, player 704operates a controller that has an integrated camera (e.g., controller200). At some point during the gameplay, controller 200 captures animage of player 704, determines an emoji corresponding to the featuresextracted from the image, and transmits the emoji over multi-player chat702.

FIG. 8 illustrates a simplified procedure 800 for improved gameplaycommunications performed, for example, by a game system (e.g., gamesystem 130) and/or a controller (e.g., controller 200) that operates inconjunction with the game system. For purposes of discussion below,procedure 800 is described with respect to the game system.

Procedure 800 begins at step 805 and continues to step 810 where, asdiscussed above, the game system captures an image of a user using, forexample, a controller having an integrated camera. The game system cancapture the image based on an image capture command, a scheduled time,and/or a gameplay status. For example, the image capture command may betriggered by a button press, an audio signal, a gesture, the like, thescheduled time may include a specific gameplay time or a per-definedtime period, and the gameplay status can include a sudden change in anumber of points, a total number of points, gameplay achievements,gameplay milestones, and the like.

Procedure 800 continues to step 815 where the game system determinesfacial features of the user based on the image using a facialrecognition algorithm. As mentioned above, the game system may use anynumber of facial recognition techniques to identify landmarks thatconvey unique and fundamental information about the user. The gamesystem further generates, in step 820, an emoji based on the facialfeatures of the user. For example, the game system can map the facialfeatures to respective portions of a model emoji (e.g., emoji 331)and/or it may generate the emoji based on an emotion/expression derivedfrom a vector-space query and table lookup (e.g., emoji 431).

The game system further transmits or disseminates the emoji, in step825, to players associated with gameplay over a communication channel.For example, the game system can transmit the emoji over a multi-playerchat such as a multi-player chat 702, or any other suitable channels, asis appreciated by those skilled in the art. Procedure 800 subsequentlyends at step 830, but it may continue on to step 810 where the gamesystem captures another image of the user.

It should be noted some steps within procedure 800 may be optional, andfurther the steps shown in FIG. 8 are merely examples for illustration,and certain other steps may be included or excluded as desired. Further,while a particular order of the steps is shown, this ordering is merelyillustrative, and any suitable arrangement of the steps may be utilizedwithout departing from the scope of the embodiments herein.

The techniques described herein, therefore, provide improved gameplaycommunications that support emoji-based communications (e.g., ideograms,smileys, pictographs, emoticons, and other graphiccharacters/representations) for live gameplay hosted online gameplatforms. In particular, these techniques generate emoji based onfeature extracted from images of a user, which images are captured by acontroller having an integrated camera. While there have been shown anddescribed illustrative embodiments for improved gameplay communicationscontent and operations performed by specific systems, devices,components, and modules, it is to be understood that various otheradaptations and modifications may be made within the spirit and scope ofthe embodiments herein. For example, the embodiments have been shown anddescribed herein with relation to controllers, game systems, andplatforms. However, the embodiments in their broader sense are not aslimited, and may, in fact, such operations and similar functionality maybe performed by any combination of the devices shown and described.

The foregoing description has been directed to specific embodiments. Itwill be apparent, however, that other variations and modifications maybe made to the described embodiments, with the attainment of some or allof their advantages. For instance, it is expressly contemplated that thecomponents and/or elements described herein can be implemented assoftware being stored on a tangible (non-transitory) computer-readablemedium, devices, and memories such as disks, CDs, RAM, and EEPROM havingprogram instructions executing on a computer, hardware, firmware, or acombination thereof.

Further, methods describing the various functions and techniquesdescribed herein can be implemented using computer-executableinstructions that are stored or otherwise available from computerreadable media. Such instructions can comprise, for example,instructions and data which cause or otherwise configure a generalpurpose computer, special purpose computer, or special purposeprocessing device to perform a certain function or group of functions.Portions of computer resources used can be accessible over a network.The computer executable instructions may be, for example, binaries,intermediate format instructions such as assembly language, firmware, orsource code.

Examples of computer-readable media that may be used to storeinstructions, information used, and/or information created duringmethods according to described examples include magnetic or opticaldisks, flash memory, USB devices provided with non-volatile memory,networked storage devices, and so on. In addition, devices implementingmethods according to these disclosures can comprise hardware, firmwareand/or software, and can take any of a variety of form factors. Typicalexamples of such form factors include laptops, smart phones, small formfactor personal computers, personal digital assistants, and so on.

Functionality described herein also can be embodied in peripherals oradd-in cards. Such functionality can also be implemented on a circuitboard among different chips or different processes executing in a singledevice, by way of further example. Instructions, media for conveyingsuch instructions, computing resources for executing them, and otherstructures for supporting such computing resources are means forproviding the functions described in these disclosures.

Accordingly this description is to be taken only by way of example andnot to otherwise limit the scope of the embodiments herein. Therefore,it is the object of the appended claims to cover all such variations andmodifications as come within the true spirit and scope of theembodiments herein.

What is claimed is:
 1. A method for emoji-based communications derivedfrom facial features during game play, the method comprising: providinga communication channel accessible by players associated with gameplayhosted by a game platform; capturing an image of a user by a controllerthat includes a camera; determining facial features of the user based onthe image; generating an emoji based on the facial features of the user;and transmitting the emoji to the players associated with the gameplayover the communication channel.
 2. The method of claim 1, whereincapturing the image of the user further comprises: capturing the imageof the user based on one or more of an image capture command, ascheduled time, or a gameplay status.
 3. The method of claim 1, whereinthe image is a selected image, wherein capturing the selected image ofthe user further comprises: capturing multiple images of the user;determining a change in the facial features of the user from themultiple images; and selecting one of the multiple images as theselected image based on the change.
 4. The method of claim 1, whereindetermining the facial features of the user further comprisesdetermining landmarks in the image based on a facial recognitionalgorithm.
 5. The method of claim 1, wherein the emoji is a modifiedmodel emoji, wherein generating the modified model emoji furthercomprises: adjusting portions of a model emoji based on the facialfeatures to form the modified model emoji.
 6. The method of claim 1,wherein the emoji is a selected emoji, wherein generating the selectedemoji further comprises: designating one emoji of a plurality of emojias the selected emoji based on a comparison between the facial featuresof the user and one or more facial features mapped to the plurality ofemoji.
 7. The method of claim 1, wherein the emoji is a selected emoji,wherein generating the selected emoji based on the facial featuresfurther comprises: determining an expression or an emotion associatedwith the facial features of the user; and designating one emoji of aplurality of emoji as the selected emoji based on the expression or theemotion.
 8. The method of claim 1, wherein the emoji is a selectedemoji, wherein generating the selected emoji further comprises:determining an expression or an emotion associated with the facialfeatures of the user based on a proximity in a vector-space between aquery vector mapped to the image of the user and one or more positionvectors assigned the expression or the emotion, wherein one featurecorresponds to one dimension in the vector-space; and designating oneemoji of a plurality of emoji as the selected emoji based on theexpression or the emotion.
 9. The method of claim 8, further comprising:mapping a plurality of images to position vectors in the vector-spacebased on features extracted from each image; assigning one or moreposition vectors to a group that represents a respective emotion or arespective expression based on proximity in the vector-space.
 10. Themethod of claim 1, wherein the emoji includes one or more of anideogram, a smiley, a pictograph, or an emoticon.
 11. A system foremoji-based communications derived from facial features during gameplay, the system comprising: a controller having a camera to captureimages of a user; a network interface to communicate over acommunication channel accessible by players associated with gameplayhosted by a game platform; a processor coupled to the network interfaceand adapted to execute one or more processes; and a memory configured tostore a process executable by the processor, the process when executedoperable to: capture an image of the user by the controller; determinefacial features of the user based on the image; generate an emoji basedon the facial features of the user; and transmit the emoji to theplayers associated with the gameplay over the communication channel. 12.The system of claim 11, wherein the process to capture the image of theuser is further operable to: capture the image of the user based on oneor more of an image capture command, a scheduled time, or a gameplaystatus.
 13. The system of claim 11, wherein the image is a selectedimage, wherein the process to capture the selected image of the user isfurther operable to: capture multiple images of the user; determine achange in the facial features of the user from the multiple images; andselect one of the multiple images as the selected image based on thechange.
 14. The system of claim 11, wherein determining the facialfeatures for the user is further operable to determine landmarks in theimage based on a facial recognition algorithm.
 15. The system of claim11, wherein the emoji is a modified model emoji, wherein the process togenerate the modified model emoji is further operable to adjust portionsof a model emoji based on the facial features to form the modified modelemoji.
 16. The system of claim 11, wherein the emoji is a selectedemoji, wherein the process to generate the selected emoji is furtheroperable to: designate one emoji of a plurality of emoji as the selectedemoji based on a comparison between the facial features of the user andone or more facial features mapped to the plurality of emoji.
 17. Thesystem of claim 11, wherein the emoji is a selected emoji, wherein theprocess to generate the selected emoji is further operable to: determinean expression or an emotion associated with the facial features of theuser; and designate one emoji of a plurality of emoji as the selectedemoji based on the expression or the emotion.
 18. The system of claim11, wherein the emoji is a selected emoji, wherein the process togenerate the selected emoji is further operable to: determine anexpression or an emotion associated with the facial features of the userbased on a proximity in a vector-space between a query vector mapped tothe image of the user and one or more position vectors assigned theexpression or the emotion, wherein one feature corresponds to onedimension in the vector-space; designate one emoji of a plurality ofemoji as the selected emoji based on the expression or the emotion. 19.A tangible, non-transitory, computer-readable media having instructionsfor emoji-based communications encoded thereon, the instructions, whenexecuted by a processor, are operable to: provide a communicationchannel accessible by players associated with gameplay hosted by a gameplatform; capture an image of a user by a controller that includes acamera; determine facial features of the user based on the image;generate an emoji based on the facial features of the user; and transmitthe emoji to the players associated with the gameplay over thecommunication channel.
 20. The computer-readable media of claim 19,wherein the emoji is a selected emoji, wherein the instructions, whenexecuted by the processor to generate the selected emoji are furtheroperable to: designate one emoji of a plurality of emoji as the selectedemoji based on a comparison between the facial features of the user andone or more facial features mapped to the plurality of emoji.